Means and Measure
Means and Measure
CORE DESIGN PHILOSOPHY
Advancement means consistency, not power. Characters become more reliable and harder to rattle, not more superhuman. The 2d6 bell curve enforces this mechanically — wider hit ranges toward the center reward investment without breaking the system's fundamental danger. A 10th level character and a 1st level character inhabit the same world with the same risks. The ceiling is low and intentional.
THE ENGINE
2d6 resolution, called the Take the Measure. When you roll, a natural 7 always hits. A natural 2 and 12 are always fumbles regardless of modifiers. Abilities cap at +2, shifting hit ranges outward from center. Positional advantages and states can widen ranges further but never eliminate the permanent fumble/crit tails.
COMBAT
Two parallel combat tracks running simultaneously. Physical combat depletes HP — a deliberately tiny pool, maximum 10, drawing from base 6 HP. The Con modifier adds temp HP according to its rank, as does armor. This temp HP resets after every short rest, but the HP only heals 1 per day, absent magical healing. Most weapon damage is 2, with occasional 3 through specific skill trees, or 1 with weapons one is not trained in. Crits bypass temp HP buffers entirely and hit base HP directly. Violence is fast, dangerous, and consequential at every level.
Social combat runs concurrently using a separate Nerve pool with identical mechanical weight. Intelligence, Wisdom, and Charisma give extra temp Nerve, but only against specific social combat attacks (Logos, Ethos, Pathos). A skilled social combatant pursues a parallel victory condition — breaking an opponent's will rather than their body. Nerve damage produces flight and cower states at depletion. Physical and social threats can operate simultaneously, forcing decisions across both tracks.
Both tracks recover slowly — 1 HP and 1 Nerve per full day of rest. As noted above Temp HP and Nerve buffers reset each short rest. During that short rest, characters are taking a breather to catch wind, check armor, adjust packs and pouches, inspect weapons, etc. The slow healing of the HP and Nerve tracks are all about how attrition accumulates and compounds across sessions. The five minute adventuring day is not viable.
Magical healing can restore physical HP at risk to the caster. Social support can only add temp Nerve, never restore the underlying pool. You can close wounds. You cannot directly restore shattered confidence. This means that healers will need to be engaged and that inspiring commanders will need to inspire frequently.
Full depletion on either track produces incapacitation rather than death — unconscious physically, catatonic socially. Death exists but requires deliberate action by another party or failure to intervene. Most creatures default to slavery, ransom, or disengagement rather than killing. Exceptions define themselves through that contrast and produce genuine dread.
ADVANCEMENT
One ability of your choice can be increased +1 at levels 1, 4, 7, and 10. Advancement is skill tree based (called Means), not class based. Three starting pool choices at level 1 allowing intentional builds without mandating them. One additional pool choice every time you gain a level. No pool restrictions — a character can draw from any combination, including all three magic types. There are ten levels total.
MAGIC
There are three pools of magic with three completely different ontological statuses.
Primal magic draws attention from elemental forces of nature — impersonal, proportional, almost ecological. Nature doesn't require belief to function. It responds to disturbance the way a ecosystem responds to intrusion.
Arcane magic manipulates the weave of reality and draws attention from reality itself — structural, self-maintaining, independent of belief. The entities drawn to arcane manipulation exist in the spaces where reality has been stressed. The tone risk is cosmic horror and that risk is intentional.
Divine magic draws the direct personal attention of gods — and gods are hungry. Unlike primal and arcane forces, gods are contingent. They exist and derive power in proportion to worship, belief, and the attention of their practitioners. A divine caster isn't spending a resource, they're feeding an entity that notices, responds, and has its own agenda. The god on the other end of a major healing spell received something real and will act accordingly.
The scale of magical effect determines the scale of attention drawn. A fog spell whispers. A resurrection shouts. Practitioners learn caution not through prohibition but through consequence.
COSMOLOGY
Gods are real and contingent — powerful in proportion to belief, diminished by neglect, capable of genuine mortality in the long arc. This is the American Gods insight applied as foundational cosmological law. When belief systems collide through trade, conquest, or cultural contact, the gods themselves have stakes in the outcome. A pantheon losing worshippers is losing power in real time. Desperate gods make dangerous deals.
Primal forces and the arcane weave exist independently of belief. They predate gods and will outlast them. This gives the three magic pools three completely different relationships with reality — ancient and indifferent, structural and impersonal, personal and hungry.
SETTING
Low magic high medieval, roughly 11th-13th century texture. Plate, mail, crossbows, longswords, rondels. Magic exists but reliable controlled magic is rare — most people encounter it as rumor, miracle, or disaster. The magical thinking of the period is real because in this world it is real, just dangerous and costly.
Culturally non-Eurocentric by design and without hierarchy. The world takes seriously the full simultaneous spread of human civilization — pseudo-European medieval, Ryukyuan and Edo period Japanese, Mesoamerican, Pacific Islander, and others as the setting develops. Material culture differences are real and meaningful. They do not imply developmental hierarchy. A Polynesian navigator and a Venetian merchant captain are peers operating at the edge of their world's knowledge with different tools.
The gods of each culture are distinct entities, not regional variations of a single pantheon. Their power reflects their belief base. Cultural collision is therefore also theological collision with genuine cosmological stakes.
Most creatures don't kill by default. Violence has economic and social logic — slavery, ransom, disengagement. The world is dangerous but not nihilistic. Competence matters. Preparation matters. Rest matters. Survival is possible but never guaranteed.
TONE
Gritty but not grimdark. Dangerous but not nihilistic. Historically textured but cosmologically strange. The world is indifferent to your survival without being hostile to your existence. Power draws attention. Attention has consequences. Gods are real and hungry. Reality notices when you push it.
FORMAT
Ashcan. Tight, playable, philosophically coherent. The text does minimum necessary work to produce maximum fictional texture at the table. The vision is complete. The encyclopedia is not the goal.